About the project

VET 4.0 - System For Training A New Generation Of Practitioners



Project EOG/21/K3/W/0060, or VET 4.0, is made possible through a gracious grant of 127,100 euros from EEA and Norway Grants. Our project centers around the goal of exploring innovative ways to foster effective collaboration among students, educators, vocational education and training (VET) schools, VET institutions, and businesses. We aim to equip the younger generation with the skills and knowledge needed to succeed in the ever-changing landscape of Job Market 4.0.

  • The Goal

    At the heart of this project lies a clear and ambitious goal: to reimagine the way students, teachers, educators, VET schools, VET institutions, and businesses work together to prepare the next generation for the challenges of the modern job market. We are dedicated to developing innovative systems, methodologies, and practical tools to enhance communication between VET institutions and businesses across various industries. Through these efforts, we aim to elevate VET pedagogy, making the transition from the educational system to the labor market a more seamless and empowering experience.

  • From Whom

    Our project is designed to benefit a diverse range of stakeholders. From students embarking on their educational journeys to educators seeking innovative teaching approaches, VET schools and institutions dedicated to shaping future professionals, and businesses eager to engage with the workforce of tomorrow – our vision encompasses them all. We're devoted to creating an ecosystem that supports the needs of a broad spectrum of individuals and organizations, ensuring that no one is left behind.

  • Why

    The motivation behind our project stems from a heartfelt desire to facilitate the transformation of education and training. We recognize the profound changes taking place in the world of work and humbly seek to ensure that both mainstream and marginalized students have access to a brighter future. By developing a game-based onboarding training solution for apprentices, we aim to provide VET institutions and educators with the tools they need to prepare students for successful apprenticeships with employers. Our game, designed for equal access and inclusion, will create an environment where all students, from the European Union and beyond, can thrive, regardless of their background. In short, our 'why' is to create a better, more inclusive, and prosperous future for the workforce of tomorrow.

Results

The project aims to develop a research on VET - Business cooperation, guidelines on VET - Business cooperation, and a virtual reality (VR) game that serves as a training tool for onboarding apprentices. This VR experience will offer support to VET institutions and educators, assisting them in preparing students for the commencement of their apprenticeships with employers. Our emphasis is on creating a educational tool in the form of a VR game, ensuring equal access, fostering inclusion, and prioritizing the well-being of all students within the EU and beyond. This initiative extends to students from marginalized backgrounds, with the overarching goal of ensuring that no one is left behind.

  • IO1: Research on VET - Business Cooperation

    This research analyzes key actors in Vocational Education and Training (VET) institutions, educators, and businesses to reshape the future job market. Focused on overcoming challenges in the onboarding process for apprentices, the study examines existing collaborations between VET and businesses, addressing critical aspects such as VET development, the labor market, technology, and future skills.


    The findings, to be published in a science journal, use a mixed methodology model, including critical analysis, qualitative studies through expert interviews, a quantitative survey involving VET institutions, educators, and employers, and data analysis. Spearheaded by Mladiinfo Poland, the report aims to contribute to the dialogue on VET development and raise awareness in Central Eastern Europe by reaching decision-makers in the European Commission and relevant ministries.


    Download the full research here.

  • IO3: VR Game for Onboarding

    VR is one of the most modern and effective ways of learning as it allows students to experience real-life situations in an atmosphere most close to reality. It helps youngsters to learn with practice from the beginning.


    With four epics and 10-13 user stories, the VR game will allow students to explore the onboarding experience at their own pace.


    Download the game here.

  • IO4: Guideline for VET - Business Cooperation

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Partners

BIG BANG - (Poland)


Big Bang - it's a new approach to education. We take a forward-looking approach to learning, paying attention to students' behaviors and interests and implementing innovative solutions. The aim of the organization is to increase the level of education by implementing new technologies and modern teaching methods. Thanks to its technological international projects Big Bang helps create an innovative future for youth which is more diverse, sustainable and distributed.

NVIAS - (Czech Republic)


nvias.org is a non-governmental, non-profit organization that transforms consumers into creators and provides space for experimentation with new technologies. We follow the path of reaching the youngest generations, showing them the potential of new technologies and the way to create successful products and services. To attract the youngest we use the Minecraft game environment to develop creativity and teamwork by guiding children to create and present their own projects in this virtual environment. Next part of our portfolio includes project based educational programs built on simulation games like building own companies or creating a better future for our planet.

PRIOS KOMPETANSE - (Norway)


Prios Kompetanse AS (Prios) is a research-based corporation and a study center established by several collaborative competence environments. The center welcomes individuals seeking to enhance their skills, update their knowledge, improve their business, explore new or upgraded digital tools, or receive support for their ideas. The primary responsibilities include project management, business consulting, innovation processes, training, and software development. Prios, as a study center, is dedicated to promoting the concept of lifelong learning, providing support, and facilitating the execution of development projects.

FUTURE INDUSTRY PLATFORM - (Poland)


The Future Industry Platform is a non-profit Polish governmental foundation established in 2019 and supervised by the Ministry of Development Funds and Regional Policy Republic of Poland. The main goal of the Platform is to accelerate the digital transformation of the Polish industry. The Platform achieves its goals by combining interdisciplinary knowledge transfer, awareness-raising campaigns, expert trainings as well as the development and application of digital transformation supporting tools.